Riftwarden

Lindevaile Tindome's page

266 posts. Organized Play character for Melda.


Race

Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 |

Classes/Levels

Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Gender

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9

Strength 10
Dexterity 16
Constitution 14
Intelligence 14
Wisdom 12
Charisma 19

About Lindevaile Tindome

Female Cavern Elf, Prisoner, Sorcerer 6
Medium Humanoid (elf)

Senses Perception +9 (Wis 1 + Prof 8 (T)) Low-light vision, Darkvision
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Defense
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AC 21 (Dex (3) +Prof unarmored 8 (T))
AC with Mystic Armor 22 (Dex (3) +Prof unarmored 8 (T) + 1 Mage Armor)
HP 54 (6 elf, 36 sorcerer, 12 con)
Fort +12 (E), Ref +11 (T), Will +11(E)
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Offense
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Melee Simple (T)
Melee Unarmed (T)
Ranged
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Statistics
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Str 10, Dex 16, Con 14, Int 14, Wis 12, Cha 19
Speed 35 ft.
Ancestry Feats & Abilities Cavern elf, Nimble elf, Ageless Patience (twice time to get +2 circumstance)
General/Skill Feats Experienced Smuggler, Fascinating Performance, Intimidating Glare, Virtuosic Performer, Distracting Performance
Class Features & Abilities Bloodline: Elemental (air), Sorcerous Potency, Bard Dedication, Signature Spells, Basic Muse's Whisper: Multifarious Muse (Enigma + Polymath, gain Versatile Performance)
Skills Acrobatics +14 (E), Deception +12 (T), Diplomacy +12 (T), Intimidation +12 (T), Lore: Pathfinder +10 (T, Pathfinder), Lore: Underworld +10 (T), Nature +9 (T), Occultism +10 (T), Perform +14/+16(+1) dance (E), Stealth +11 (T), Thievery +12 (T)
Languages Common, Elven, Orcish, Bhopan
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Spells
Spell attack rolls (primal) +12 (T)
Spell DC (primal) 22 (T)
Focus: Elemental toss, Elemental Motion
Cantrips: Gale Blast, Guidance, Stabilize, Tangle Vine, Slashing Gust, Musical Accompaniment, Telekinetic Hand
1-Level: Tailwind (bloodline), Gust of Wind, Buffeting Winds, Gentle Landing
2-Level: Resist Energy (BL), Revealing Light, Heal (Signature), Darkness
3-Level: Wall of Wind(BL), Jump (Signature), Earthbind, Haste

Spell details:

Elemental toss
range 30
attack +12
damage 3d8 (+3 with Blood magic)

Buffeting Winds Vilinmat (check word)
area 15 cone
damage
1st: 2d4 + 1
2nd: 4d4 + 2
3rd: 6d4 + 3

Gust of wind Alaco
Area 60 line
Save Fortitude
Crit success no effect
Success cannot move against wind
Failure Fall prone (flying gets crit failure)
Crit failure Pushed 30, fall prone, 2d6 + 1 damage

Heal
Single action touch +1d8 + 1/level
Double action 30 +1d8 + 8 +1/ level Envinyata(rahta)
Triple action 30 burst +1d8 + 1/level Envinyataliltë
damage same, except for double action +8

Slashing Gust Coronvilin (check word) Now Cirvilin
Range 60
attack +12, 1 or 2 targets
damage 4d4
+3d4 persistent bleed damage on crit

Glitterdust Tinwëasto (check word)
Range 120
10-foot burst

Gentle Landing Quessë(lanta) (check word)
Range 60

Air bubble Vilyawelvë (Not known now, maybe again later)

Shield Thand

Resist Energy (fire) Nornaur

Guidance Hilyani

Earthbind
Fortitude 22
Range 120
Critical success no effect
Success land
Failure land, cannot fly for 1 round
Critical failure land, cannot fly for 1 min

Haste
Range 30

Wall of Wind Sûlramba
Range 120
5 feet thick, 60 feet long, and 30 feet high.


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Special Abilities

2 Focus Point. Refocus 10 min (doing anything, unlike most other classes) or morning prep.
Blood magic: After casting Bloodline spell (BL) or Focus spell, +1 per spell level extra damage to one target, or +1 status bonus to intimidation for 1 round.
Sorcerous Potency: +1 damage per spell rank
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Gear: Adventurer's pack 2 (7s), Fine clothes 0,1 (2g), Religious symbol, silver (Desna, fan) 0,1 (2g), Dagger 0,1 (2sp), Sheath - (1cp), Thieves' tools 0,1, Dancing Scarf, Wand of Mystic Armor, Radiant Wayfinder with custom lid 'Lindevaile Tindome', Disguise Kit 0,1, Scrolls of Fleet Step, Masquerade Scarf, 5 lesser elixirs of darkvision, Arboreal Boots 0,1, Charlatan's Gloves

Money 71g 8s 3c Check
Bulk 2,6 (5/10) Check
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Organized Play Notes

97350-2001

Faction: Radiant Oath
Training: Spells

Scroll: Cleanse Affliction
Lore: Herbalism (legacy, no more)

Default Exploration activity: Exploration: Cast Cantrip (Musical Accompaniment)

Spell action costs:

S=Somatic
V=Verbal
M=Material

Focus:
◆ Elemental toss
◆◆ Elemental motion

Cantrips:
◆◆ Gale Blast
◆ Guidance
◆◆ Stabilize
◆◆ Tangle Vine
◆◆ Slashing Gust
◆◆ Musical Accompaniment
◆◆ Telekinetic Hand

1-Level:
◆◆ Tailwind (bloodline)
◆◆ Gust of Wind
◆◆ Buffeting Winds
↺ Gentle Landing

2-Level:
◆/◆◆/◆◆◆ Heal
◆◆ Resist Energy (bloodline)
◆◆◆ Darkness
◆◆ Revealing Light

3-level:
◆◆◆ Wall of Wind (bloodline)
◆◆ Earthbind
◆ Jump
◆◆ Haste
[spoiler=Bot me]
◆◆ [ooc]Slashing Gust[/ooc] [dice=Attack]1d20 + 12[/dice] [dice=Damage (slashing)]4d4[/dice]
[ooc]Elemental toss (air)[/ooc] [dice=Attack]1d20 + 12[/dice] [dice=Damage (bludgeon)]3d8 + 3[/dice]
◆◆◆ [ooc]Heal 3 action[/ooc] [dice=Damage]3d8 + 3[/dice]
◆◆ [ooc]Heal 2 action[/ooc] [dice=Damage]3d8 + 24 + 3[/dice]
◆◆ [ooc]Buffeting Winds[/ooc] [dice=Damage (bludgeon, nonlethal)]6d4 + 3[/dice] [ooc]DC 22 Reflex[/ooc]
◆◆ [ooc]Gust of Wind[/ooc] [dice=Damage (bludgeon)]2d6 + 1[/dice] [ooc]DC 22 Fortitude[/ooc]
◆◆ [ooc]Revealing Light[/ooc][[/b]ooc]DC 22 Reflex[/ooc]
◆ [dice=Demoralize (Versatile Performance)]1d20 + 17[/dice]

Priority:

Heal anyone in danger of dropping or dying.

Use Gust of Wind for control in tight spaces or against flying enemies. Earthbind if we want them down, not away. Tanglefoot if it will help. Revealing Light for invisible. Darkness for tight spots if the enemies cannot see in dark. Haste if that would help someone. Notice: Haste on self is useful if flying, as it gives the stride action required to keep flying once per round.

Use damage spells, burning hands if it would hit several targets or produce flame for single target. Heal against undead. Elemental toss if need to move a lot or after Buffeting Winds as it doesn't trigger multiattack penalty. Remember that blood magic gives +1/spell level to damage (not to heal) to Bloodline / Focus spells

For leftover actions, shield, guidance, demoralize (with intimidating glare can affect even if no common language), or even fascinating performance if it would disturb enemy's concentration.

Remember to save people with feather fall reactions.

PbP icons:

Resource > (GM Numbat's) Org Play PbP intro
Action Symbols > Single (◆), Double (◆◆), Triple (◆◆◆), Free (◇), Reaction (↺)
Status Symbols > ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions